Paladin
Base Class: Paladin

The Oath of the Hunter binds a paladin to the path of cleansing evil. This oath embodies the ideals of those who would see the world cleansed of the monstrous creatures that plague the innocent. These paladins are sometimes referred to as monster hunters or slayers of a particular type of creature. They hold themselves to a high standard of courage, resilience, and determination. They embody the resolve of the humanoid races in their struggle against supernatural evil. Many who swear this oath are neutral in their views due to the actions they may have to take to preserve the greater good. They hold a harsh standard of readiness and vigilance that many find unsettling. Unfortunately, many paladins who swear this oath eventually break it, either by succumbing to the madness prevalent in those who see horrors daily or by falling to the powers of those they hunt. Those who fall sometimes become Oathbreakers and become hunted by their former brethren.

Tenets of Cleansing

Although the oaths that are sworn by those who follow this path vary, most of these paladins follow similar tenets.

Courage. Never fear monsters. You are all that stands between them and the innocent.

Duty. You are one of the very few capable of destroying the evils in the world. Use any actions necessary to do so while causing the least amount of harm.

Empathy. Understand the suffering of the innocent. Your emotions are your connection to humanity. If you lose that connection, you will become a monster.

Resilience. Never become the monsters you hunt. The horrors you face cannot break you. Be the force that your quarry only mentions in whispers.

Wisdom. Never strike in haste. Consider the lives you protect and slay with surgical precision. Action without consideration of others will cause more harm than good.

Channel Divinity

You gain two Channel Divinity options:

Humble the Beast. You can use your Channel Divinity to weaken your enemies. As an action, you force each creature of your choice that you can see within 30 feet to make a Charisma saving throw against your spell save DC. On a failed save, the creatures become vulnerable to one damage type of your choice for 1 minute.

Release the Hounds. You can use your Channel Divinity to summon 1 Hell Hounds using the hell Hound stat block, to help you track and hunt a target. in combat it takes their turn right after yours and last for 1 minute or until killed. this goes up at level 7 to 2 hounds and 12 to 3 hounds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
PALADIN LEVEL SPELLS

3rd

bane, hunter’s mark, Inflict Wounds, Heroism, Detect Evil and Good, Hellish Rebuke, Protection from Evil and Good

5th

hold person, Lesser Restoration, Magic Weapon,

9th

Remove Curse, Dispel Magic

13th

banishment, dimension door

17th

hold monster, scrying, Hallow, Greater Restoration

Daily Vow

Starting at 7th level when you finish a long rest you may choose one creature type from the following options: aberrations, celestials, dragons, fey, fiends, humanoid (shapechanger), monstrosities, or undead. You have advantage on attack rolls against the chosen creature type.

At 18th level, you may choose two creature types.

Aura of the hunter

Starting at 7th level, you constantly emanate an aura of lethality while you’re not incapacitated. The aura extends 10 feet from you in every direction.

If a creature of evil alignment is in range of you, it has disadvantage on attacks made against you.

At 18th level, the range of this aura increases to 30 feet.

Undying Resolve

Starting at 15th level, when you reach 0 hit points you do not fall Unconscious, but instead keep on fighting. You take damage and make death saves as normal, when you reach 3 failed death saves you die.

Avatar of the Vanquisher

You imbody every aspect of the cause you fight for. At 20th level you can as an Action magically take on a majestic fiery appearance that inspires those around you and causes your enemies to tremble.  You gain the following benefits for one minute.

  • You have resistance to all damage.
  • You have advantage on all Persuasion or Intimidation rolls to convert others to your cause.
  • When your allies are within your Aura and take the Attack action they have advantage.
  • Your enemies make a DC15 Charisma saving throw if they start their turn with 10 or fewer health points. If failed they surrender if possible or flea otherwise.